Overbrights are back (at least closer to the truth) and the standard Quake palette is the default. For an existing setup, change the cvar r_palette from s8pal to palette or it will look very washed-out.

The super8 folder is no longer referenced by default. The old pak88 is optional. The only useful items now are alternate palettes. Move super8.cfg to the base id1 folder, or use one of the game slots at startup: -game, -game2, -game3, or -game4.

Another interesting change: Added cl_beams_quakepositionhack cvar in support of the Quake 1.5 project or other mods that might need it. This can turn off the position hack that keeps lighting beams centered on player.

I discovered a z-fighting issue in the new build, I didn't think to take a screenshot of it the first time I saw it in ad_crucial from Arcane Dimensions, but I saw it again in jam2_skacky ("An Angel Was Heard to Cry Over the City of Celephais") from Mapjam 2:

Woolie Wool wrote:I can confirm that 1920x1200 works just fine in the new test build.

Great, thanks for reporting!

Check this out: yet another build. Automatic pixel-doubling for compatible modes, noted with 'S' in video mode menu. Bigger pixels, faster FPS... win/win.
EDIT- Links removed - see newer build in later post. (Also testing updated 'edited by' reporting on posts)
Modes numbers can get mixed-up the first time this pixel-doubling version runs... now it will revert gracefully instead of error, then just reselect a mode. Sorry for any confusion.

Last edited by func_qbism on Mon Feb 22, 2016 12:53 pm, edited 2 times in total.